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DayZ-Epoch/SQF/dayz_code/old/object_upgradeFireplace.sqf

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/*
This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49.
Simple class system to use this script.
class Upgrade {
requiredTools[] = {"ItemToolbox"};
requiredParts[] = {"equip_crate","PartWoodPile"};
create = "TentStorage1";
};
*/
private ["_objclass","_cursorTarget","_item","_classname","_requiredTools","_requiredParts","_upgrade","_upgradeConfig",
"_upgradeDisplayname","_onLadder","_isWater","_upgradeParts","_startUpgrade","_missingPartsConfig","_textMissingParts","_dis",
"_sfx","_ownerID","_dir","_weapons","_magazines","_backpacks",
"_object","_itemName","_vector","_finished"];
_cursorTarget = _this select 0;
if ((isNil "_cursorTarget") or {(isNull _cursorTarget)}) then {
_cursorTarget = nearestObjects [ player modelToWorld [0,1.5,0] , ["Land_Fire_DZ"], 1.5];
_cursorTarget = if (count _cursorTarget == 0) then { objNull } else { _cursorTarget select 0 };
};
if (isNull _cursorTarget) exitWith {};
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_item = typeof _cursorTarget;
//remove action menu
player removeAction s_player_upgradestorage;
s_player_upgradestorage = -1;
//Not needed
//_itemName = getText (configFile >> "CfgVehicles" >> _item >> "displayName");
////diag_log (str(_itemName));
//Get tools needed
_classname = configFile >> "CfgVehicles" >> _item;
_requiredTools = getArray (_classname >> "Upgrade" >> "requiredTools");
//diag_log (str(_requiredTools));
//get parts needed
_requiredParts = getArray (_classname >> "Upgrade" >> "requiredParts");
//diag_log (str(_requiredParts));
//get item to create
_upgrade = getText (_classname >> "Upgrade" >> "create");
//diag_log (str(_upgrade));
//Display name of upgrade part
_upgradeConfig = configFile >> "CfgVehicles" >> _upgrade;
//diag_log (str(_upgradeConfig));
_upgradeDisplayname = getText (_upgradeConfig >> "displayName");
//diag_log (str(_upgradeDisplayname));
//Normal blocked stuff
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
_upgradeParts = [];
_startUpgrade = true;
if(_isWater or _onLadder) exitWith { localize "str_CannotUpgrade" call dayz_rollingMessages; dayz_actionInProgress = false; };
// lets check player has requiredTools for upgrade
{
if (!(_x IN items player)) exitWith {
_missingPartsConfig = configFile >> "CfgVehicles" >> _x;
_textMissingParts = getText (_missingPartsConfig >> "displayName");
//systemChat format["Missing %1 to upgrade storage.", _textMissingParts];
format [localize "str_missing_to_do_this", _textMissingParts] call dayz_rollingMessages;
_startUpgrade = false;
};
} count _requiredTools;
// lets check player has requiredParts for upgrade
{
if (!(_x IN magazines player)) exitWith {
_missingPartsConfig = configFile >> "CfgMagazines" >> _x;
_textMissingParts = getText (_missingPartsConfig >> "displayName");
//systemChat format["Missing %1 to upgrade storage.", _textMissingParts];
format [localize "str_missing_to_do_this", _textMissingParts] call dayz_rollingMessages;
_startUpgrade = false;
};
if (_x IN magazines player) then {
_upgradeParts set [count _upgradeParts, _x];
};
} count _requiredParts;
//Does object have a upgrade option.
if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
_dis = 20;
_sfx = "tentpack";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
_finished = ["Medic",1] call fn_loopAction;
//Double check player did not drop required parts
if (!_finished or (isNull _cursorTarget) or ({!(_x in magazines player)} count _upgradeParts > 0)) exitWith {};
// Added Nutrition-Factor for work
["Working",0,[100,15,5,0]] call dayz_NutritionSystem;
//get ownerID from old tent.
_ownerID = _cursorTarget getVariable ["characterID","0"];
//Get location and direction of old item
_dir = round getDir _cursorTarget;
_vector = [vectorDir _cursorTarget,vectorUp _cursorTarget];
//reset orientation before measuring position, otherwise the new object will be placed incorrectly. -foxy
_cursorTarget setDir 0;
_pos = getPosATL _cursorTarget;
if (abs(((_vector select 1) select 2) - 1) > 0.001) then { _pos set [2,0]; };
//get contents
_magazines = getMagazineCargo _cursorTarget;
deleteVehicle _cursorTarget;
// remove parts from players inventory before creation of new tent.
{
player removeMagazine _x;
_upgradeParts = _upgradeParts - [_x];
} count _upgradeParts;
//create new tent
_object = createVehicle [_upgrade, getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"];
//reseting orientation to make sure the object goes where it's supposed to -foxy
_object setDir 0;
_object setPosATL _pos;
_object setVectorDirAndUp _vector;
//set ownerID from old tent.
_object setVariable ["characterID",_ownerID];
//Make sure player knows about the new object
player reveal _object;
[[],_magazines,[],_object] call fn_addCargo;
//Light fire
[_object,true] call dayz_inflame;
_object spawn player_fireMonitor;
PVDZ_obj_Publish = [dayz_characterID,_object,[_dir,_pos],[[[],[]],_magazines,[[],[]]],player,dayz_authKey];
publicVariableServer "PVDZ_obj_Publish";
diag_log [diag_ticktime, __FILE__, "New Networked object, request to save to hive. PVDZ_obj_Publish:", PVDZ_obj_Publish];
localize "str_upgradeDone" call dayz_rollingMessages;
/*
} else {
localize "str_upgradeNoOption" call dayz_rollingMessages;
*/
};
dayz_actionInProgress = false;